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I had to keep recreating a new game for my High faction lbecause the game kept insisting on giving me Sorcerer Apprentices instead of a cultural Tier II Support or Battle Mage from Powerful Evokers (what I wanted was the Sun Priest).
Also, following suggestions and a personal wish of mine, the mod now will include a lot more Hero Ambitions to gain Mercenaries.
I believe this is a better wau tham creating a bunch of society traits, as this gives more emergent gameplay to discover new mercenaries, plus with the Faction Data, you can guarantee then using heros as well.
So here's a short description of the new Ambitions in this update and their reward:
Eradicator - Reaver Company
National Hero - Band of Iron
Occultist - Knowledge Passive (Future Occult or Vampire Mercenaries TBD)
Philosopher King - Sacred Band
Privateer - Pirates
Nomad Leader - Elephants + Sword Dancer
Northern Leader - Highlanders
Shadow Manipulator - Seduce (Future Occult or Vampire Mercenaries TBD)
Warmage - Council of Mages
Plus a few flavourfull ones, just because i felt like it:
Slayer - Feed on Chaos
Strategist - Cunning
Tyrant - Opress
Added new Mercenarie band - Sacred Band. (Phalanxes and Chariots)
Added new Mercenarie Building. (Preparation for Season 3)
Added a few more Hero Ambitions. (Thinking about expanding this into the mod even more eventually)
Rebalanced some units in according with the DLC.
Know Bug - Some forms don't know how to ride the Heavy Chariot (Seems to be on Triumph side, will possible be fixed by itself on their next update)
So here are the Notes:
Fixed Mercenary Commander Ambition Bugs.
Added Nomad Leader Ambition - Because i like Elephants being around.
Added the Broken Lords Mercenary Band.
Reworked Guts, i mean, the Champion of the Hawk to fix the Sword Animation Issue.
Doesn't really matter as it fits the faction lore i was going for.
Great mod btw !
I already worked the fix, which will be included on the next update that will be coming with the Dark Culture themed Mercenary Band
It seems i can't get it to work despite my efforts...
Should the hero lead the attack himself maybe ?
Any specifics on the infestation themselves ?
Maybe it's a mod incompabitility, should i place your mod on top or bottom to limit potential conflicts ?
Oathsworn support added.
Fixed some Modularity Bugs.
New Mercenary Band added - Pirates.
New Mercenary Band added - Ronins.
Divided Condottieri building into 3 mutual exclusive buildings and reduced their cost.
(The unit bloat was getting crazy)
Caravan Guard Reworked - Now named Blade Dancer with dual wielding.
Tempest Guard renamed to Pellucid Guard - More fitting for their damage channel (previous one was a dumb pun of "Sea Guard")
Reaver's Gunner Snapshot changed to Maskman Shot, extra damage but lower accuracy.
Added a few new ways to get Mercenaries.
New Mercenary Hero Dedication - Complete Infestations to unlock the Condottieri Chain Building on their city and get bonus gold in Bounties.
Expanded Privateer Hero Dedication - Now includes Pirates Unit as unlockable in it's reward.
Instead I get the joy of fighting stack after stack of wild animals and umbral demons, all of who have contractors! lol
one of the things i missed from planetfall were garrisons and the building mods from aow3 that added additional troops during city sieges.
But the problem is the concept itself (as i said it's a proof of concept, meaning it probably not the best version of such a unit), is that the Contractors aren't supposed to be massed or reusable, because they would turn pretty insane if they could, that's why i'm making it a somewhat rare unit and used mainly by the Vassals, (that are already considered sort of weak in the first place).
What the Contractor are supposed to do, is to let you use T2 in the late game without feeling bad about the army slot (turning them into chaff, units that already would die in battle do not care if they are 1 battle only).